Black Sun Enforcer Class

Though the existence of Black Sun is officially just a myth, the criminal syndicate occasionally needs to make its presence known. The enforcers of Black Sun frequently provide a public face, even though they never mention Black Sun or any of its leaders by name. Black Sun’s enforcers conduct day-to-day business of ensuring that their particular brand of organized crime stays organized. When someone gets out of line, when someone gets too inquisitive, or when a message needs to be sent, Black Sun sends an enforcer to do the dirty work. Black Sun’s more intelligent (or luckier) associates never have to talk to an enforcer more than once in their lifetimes.

Despite the overall secrecy of the Black Sun criminal syndicate, its enforcers tend to cultivate frightening reputations – even though the average citizen has no idea who the enforcer’s employer might be. Rumors abound of enforcers who have thrown troublesome individuals into the canyons of Imperial Center, or who have dismembered inquisitive journalists. Imperial troops, strangely, rarely investigate Black Sun activities for very long. Either they, too, fear the reputation of the brutal enforcers, or they have orders not to interfere. Either possibility is disturbing to contemplate.

Requirements
To qualify to become a Black Sun Enforcer, a character must fulfill the following criteria.
Base Attack Bonus: +6
Skills: Intimidate 8 ranks, Knowledge (Streetwise) 4 ranks
Feats: Armor Proficiency (Light), Underworld Connections, Weapon Group Proficiency (any three)
Black Sun Sympathy: +2
Special: Only characters who have joined the Black Sun can become Black Sun Enforcers.

Game Rule Information
Vitality:
A Black Sun Enforcer gain 1d10 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Black Sun Enforcer’s Class skills, and the key abilities for each skill, are as follows.
Climb (Str), Craft* (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Pilot (Dex), Profession* (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 4 + Int modifier.

Class Features
The following are features of the Black Sun Enforcer prestige class.

Starting Feats
The Black Sun Enforcer gains the following feats.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Vibro Weapons)

Bonus Feat
At 1st level, and again at 3rd level and 5th level, the Black Sun Enforcer gets a bonus feat. This feat must be drawn from the following list, and the Black Sun Enforcer must meet any prerequisites.
Advanced Martial Arts, Armor Proficiency (Medium), Armor Proficiency (Heavy), Armor Proficiency (Powered), Cleave, Combat Reflexes, Defensive Martial Arts, Diplomatic Immunity, Far Shot, Frightful Presence, Great Cleave, Improved Bantha Rush, Improved Critical, Improved Martial Arts, Improved Two-Weapon Fighting, Infamy, Martial Arts, Multishot, Perfect Memory, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Resist Poison, Shot on the Run, Street Smart, Sunder, Two-Weapon Fighting, Weapon Focus

Inspire Fear
Beginning at 2nd level, the Black Sun Enforcer’s infamy and reputation reach such a point that anyone of the same level or lower has trouble taking direct actions against the Black Sun Enforcer. This results in a -2 penalty to any actions made to directly affect the Black Sun Enforcer, including attacks, skill checks in opposition to the Black Sun Enforcer, and Force-based skill uses. At 4th level, the penalty increases to -4.

If the Black Sun Enforcer gains the inspire fear ability from some other source, such as the Black Sun Vigo or Crime Lord prestige class, the penalties stack.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +1 +1 +0 Bonus Feat +1 +1
2 +1 +2 +2 +0 Inspire Fear -2 +2 +2
3 +2 +2 +2 +1 Bonus Feat +2 +2
4 +3 +2 +2 +1 Inspire Fear -4 +2 +3
5 +3 +3 +3 +1 Bonus Feat +3 +4
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